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2008-04-17 22:20:34
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Red Magic





Level 1 Red Magic




Flame
Description - The most basic offensive ability of the fire mage consists of igniting a small area of air in front of him. The flame itself is created by a spark on a concentrated area of heated oxygen, hence the lack of control the fire mage has over it and the short time it lasts.
Effect - A jet of small flames that inflict 1d4 + level of damage to all enemies in 3 squares ahead of the caster.
Resist - DEX, CON
Range - 3
Enchantment -
Weapon, Deals red magic damage.
Armor, Resists 3 points of blue magic damage once per day.
Accessory, casts Flame 1 times a day.
Magic Power - 3
Cost - 3 MP

Ember
Description - In ancient times, primeval human red mages would heat stones with very basic magic, and then rotate the heated stones to cook their food, as they could not produce flames that would last long enough to ignite wood or cook food. Planetarii, with their dominion of red magics, never thought of this application. Eventually, these mages learned that they could heat the stones of an entire area to use for defensive purposes.
Effect - Heats the ground in an area of Mag squares, causing 1d4 damage to whoever touches it.
Resist - CON, DEX halves damage
Range - MAX
Enchantment -
Weapon, Deals an extra d4 red magic damage
Armor, Deals 1 red magic damage when someone other than the owner touches it.
Accessory, stays permanently hot (though not hoy enough to burn)
Magic Power - 2
Brews - Oil Vial
Cost - 5 MP

Flash
Description - Fire is used for either light or heat, it is only logical that fire mages would be able to isolate those components. Next to Dah'kin, Catfolk and even Planetarii, Humans have always been physiologically underhanded, since they failed to retain any of their Nai'ithar powers. Hence they tried to develop a source of magical light to make up for their lack of darkvision, the Flash spell is a preliminar version of such light. Much more potent, but also ephemerous.
Effect - A flash of light has a MAG*Level % chance of blinding the enemy. Blindness last for d6 turns.
Resist - INT, CON
Range - MAX
Enchantment -
Item permanently emits light.
Magic Power - 3
Cost - 5 MP

Light
Description - The light spell was devised by humans as a way to counter their natural lack of darkvision. Nowadays, it is probably the most used spell on Lemire, along with healing magics.
Effect - Enchants an object so it emits a bright light for d4/level minutes
Range - Touch
Enchantment -
Item permanently emits light
Cost - 2 MP

Heat
Description - Heat is the basis for all of Red Magic, and it is actually the ability to induce change and movement in a molecular level. By using small magical charges to increase the movement of particles, the energy resulting from the friction can be harnessed in dozens of ways by the experienced spellcaster.
Effect - Heats an object so it becomes impossible to touch (1 HP damage if touched) for Mag turns.
Range - Touch
Enchantment -
Weapon, Deals an extra d4 red magic damage
Armor, Deals 1 red magic damage when someone other than the owner touches it.
Accessory, stays permanently hot (though not hot enough to burn)
Cost - 1 MP

Rage
Description - Some red mages like to use their power to induce changes in the behaviour of people, particularly leading them into periods of anger and frenzy, originally devised by Catfolk warlocks to power up nearby warriors, the rage spell is a must have for any support magician.
Effect - Increase strength and speed and reduces defense and intelligence by 2 points for d4 + Intelligence turns.
Range - Self
Enchantment -
Weapon, + 1 Str, -1 Int
Armor, + 1 Def, - 1 Mag
Accessory, +1 Dex, -1 Car
Brews - Oil Vial
Cost - 2 MP

Magic Circle Against Water
<Limg:stuff/circle_red.jpg>Description - Whereas fire magic consists of acceleration, water magic is the exact opposite, freezing requires stasis and the obvious temperature change makes the sole prescence of blue magical power harmful for the efforts of the red mage, with a magical circle, a barrer is created to protect the red mage against the magic of his opposers.
Effect - Provides + 4 magic power against blue magic in a 4 square area for d6 + level turns.
Range -Self
Enchantment -
Weapon, Deals red elemental damage
Armor, Reduces blue magic damage by 15%
Accessory, +2 Mag against blue magic.
Cost - 5 MP

Heat Beam
Description - Sometimes fire is whimsical and imprecise, hence, for many red mages who would prefer to snipe at a single enemy (as fire magic is usually meant to damage enemies in a large group), a concentrated beam of red magic is the perfect choice. Interestingly enough, the beam itself is not hot, it works more as a laser pointer carrying a superconcentrated heat spell.
Effect - Inflicts 1d6 + level damage on an enemy
Resist - DEX, CON
Range - Int x 2 Squares
Enchantment -
Weapon, Deals red magic damage
Armor, stays permanently hot. 
Accessory, Casts Heat Beam once a day
Magic Power - 1
Cost - 3 MP

Frenzy
Description - Uncontrolled rage is a doubled edge sword, red mages have been known to induce anger and cloud the judgement of both enemies and allies, as someone in a berserk rage is a force to be reckoned with, but hard to control. The Spell was initially devised as a last resort combat tactics, when Catfolk (masters of indirect red magic) Warlocks would see their armies retreat, they would cast frenzy en-masse on their troops, many times turning the tide of the battle.
Effect - Forces someone into berserk status.
Resist - CHA
Range - MAX
Enchantment -
Weapon, + 1 Str, -1 Int
Armor, + 1 Def, - 1 Mag
Accessory, +1 Dex, -1 Car
Magic Power - 2
Brews - Oil Vial
Cost - 2 MP

Evaporate
Description - A spell originally devised for siege warfare, to cast heat into water itself poses an accomplishment for any red mage, as water carries the essence of red magic. Besides, nothing quite compares to the expression of a besieged army when suddenly all their drinking water is gone and they see their moat suddenly disappear.
Effect - Evaporates all water in d4/level square meters. If used on a character, deals d4 red magic damage and then 1 damage every turn thereafter for INT turns.
Resist - CON
Range - Touch
Enchantment -
Weapon, Deals red magic damage
Armor, Reduces Blue magic damage by 25%
Accessory, +2 against blue magic.
Magic Power - 3
Brews - Oil Vial
Cost - 1 MP

Warmth
Description - Mostly an utilitarian spell, oddly enough, it was devised by Lochmorians and it is probably the only red magic spell they find truly useful. A favourite for seafarers and northern explorers, but it loses all usefulness in warm or hot weathers.
Effect - Makes caster impervious to cold weather for d6/level hours.
Range - Self
Enchantment -
Weapon, Deals red magic damage
Armor, Stays permanently hot
Accessory, +2 against blue magic.
Cost - 2 MP

Ignite
Description - The very first incarnation of the combustion spell, Ignite was first devised to light torches, campfires, etc without having to use a spark of another fire. Though it is utterly useless in combat, mages learn it as a utilitarian cantrip and use it to impress their friends.
Effect - Ignites an inanimate and small objet, covering it in flames.
Range - Touch
Enchantment -
Weapon, covered in flames, deal +d4 red element damage.
Armor, + 2 Against blue magic
Accessory, stays permanently hot.
Cost - 1 MP




Level 2 Red Magic




Flamethrower
Description - The flamethrower spell is one of the favourites of red mages, initially devised by the planetarii flame bearers, imitating the powers of the great Guinechen beasts they summoned from the fire plane. The Flamethrower was quickly adapted by the catfolk and caerham humans as a powerful spell to deal area damage in battle.
Effect - Inflicts 1d4+level red magic damage in an 8 square long cone.
Resist - DEX, CON halves damage.
Range - 8 Squares
Enchantment -
Weapon, covered in flames, deals +d6 red element damage.
Armor, minor fire shield, anyone melee attacking the wearer takes d4 red magic damage.
Accessory, Casts flamethrower once a day.
Magic Power - 6
Cost - 9 MP

Water Resistance
Description - Whereas fire magic consists of acceleration, water magic is the exact opposite, freezing requires stasis and the obvious temperature change makes the sole prescence of blue magical power harmful for the efforts of the red mage, with a magical circle, a barrer is created to protect the red mage against the magic of his opposers.
Effect - Provides an extra 50% red magic against blue magic in the area for d4 + intelligence turns.
Range - Max
Enchantment -
Weapon, Deals + d6 red magic damage.
Armor, + 2 Con against blue magic
Accessory, + 4 Against Blue Magic
Cost - 6 MP

Fire Shield
Description - Using his control over fire to escape unscathed, the red mage can engulf himself in flames to provide protection against anyone who would harm him. Fire shields are one of the favourite spells of melee oriented red mages.
Effect - inflicts d6+level damage to whoever touches it and provides an extra 25% con. Lasts Mag x 2 turns.
Range - Self
Enchantment -
Weapon, covered in flames, deals +d6 red element damage.
Armor, minor fire shield, anyone melee attacking the wearer takes d4 red magic damage.
Accessory, + 4 Against blue magic.
Magic Power - 10
Cost - 10 MP

Ignean Spirit
Description - The power of fire can greatly increase one's prowess in battle, it is not coincidence that red mages usually prefer melee tactics. It is said that during the ancient war, ignean warriors would concentrate their own agic power within themselves, letting it bubble up until they reached a zen-like state. This technique has been concentrated in a spell which grants the caster amazing battle prowess.
Effect - Target gains + 5 Attack and Dexterity, takes 50% damage from red magic and 150% from Blue Magic and can fight in negative hit points for the duration of the spell. Lasts CHA turns.
Range - Touch
Enchantment -
Weapon, Deals red element damage
Armor, Reduces damage from red magic by 25%
Accessory, + 1 Atk and Dex
Cost - 8 MP

Suffocate
Description - The suffocation spell is actually a banned techinique in the highly ethical planetarii society, though the recent loss of their own land and society may have changed this in some circles. By using extreme heat, the spell ignites the oxygen within a small area, making it imposible to breath within.
Effect - Makes the air around a creature so hot it prevents it from breathing, dealing 1d8 damage on the first turn, 1d6 damage on the second and 1d4 damage on the third. If the creature succesfully avoids damage one turn the spell interrupts. If the creature cannot avoid damage it falls unconcious on the fourth turn.
Resist - CON
Range - MAG Squares
Enchantment -
Weapon, Casts Heat 3 times a day.
Armor, + 2 CON against ranged attacks
Accessory, Casts suffocate once a day.
Magic Power - 7
Cost - 10 MP

Dissipate Ice
Description - Rather than being a wave of fire intended to damage, Dissipate Ice releases a burst of red magic targeted especially at blue magic effects in the area. Despite the name, it won't melt conventional ice.
Effect - Dispels Blue Magic in an area.
Resist -
Range - 9 Squares around the caster.
Enchantment -
Weapon, Deals +d6 Red elemental damage
Armor, Reduces Blue magic damage by 25%
Accesory, +4 Mag against Blue magic.
Magic Power - 7
Cost - 7 MP

Flaming Fists
Description - It would be a simple matter to create fire around one's own hands, as spells are usually released by hands. To keep the flames alive there for a long time without being burned oneself takes a spell of its own, Flaming Fists. Not much use to most casters, Flaming Fists is still the definitive attack spell for literal hand-to-hand combatants.
Effect - Enchants the caster's fists so that they are enveloped in fire, dealing an extra d4+level red magic damage for d8 turns.
Range - Self
Enchantment -
Weapon, covered in flames, deals +d6 red element damage.
Armor, minor fire shield, anyone melee attacking the wearer takes d4 red magic damage.
Accessory, Casts flaming fists once a day.
Cost - 8 MP

Flaming Arrows
Description - The utility of lighting an enemy castle or town ablaze without ever coming within range of sight has long been appreciated, and the spell to enable it has been refined until the current version of Flaming Arrows was reached.
Effect - Enchants d10+level arrows so they deal d8 extra red magic damage upon impact.
Resist -
Range - Touch
Enchantment -
Weapon, Deals + d6 damage.
Armor, + 2 CON against ranged attacks
Accessory, Casts heat beam 3 times a day.
Cost - 8 MP

Explosion
Description - While certainly lethal on its own if cast into the inside of an opponent's helmet, Explosion is also perfect for cracking open thick enemy formations and fortifications.
Effect - A small explosion that deals d4+level damage in the center and pushes everyone in the adjacent spaces d6 squares, dealing d4 damage.
Resist - Dex, CON halves damage.
Range - Mag x 2 Squares
Enchantment -
Weapon, Deals an extra d8 red magic damage.
Armor, self destruct, can explode, killing the werer and dealing d10 damage to everyone within a 16 square radius.
Accessory, Casts explosion once aday.
Magic Power - 6
Cost - 9 MP




Level 3 Red Magic




Fireball
Description - Fireball releases a flood of flames around the caster, making avoiding damage quite hard. The perfect weapon if you're surrounded by a mass of weak enemies. Fireball feeds on the air and possible plants of the entire area, causing great effect with relatively little mana.
Effect - Inflics d20/10 levels damage on 9 squares around the target.
Resist - DEX, CON halves damage.
Range - MAG x 2 Squares
Enchantment -
Weapon, covered in flames. Deals an extra d12 red magic damage.
Armor, Fire Shield, anyone melee attacking the caster takes d8 red magic damage
Accessory, Casts Fireball once a day
Magic Power - 12
Cost - 12 MP

Flame Axe
Description - Coming up
Effect - Creates a flaming axe (Atk 8, Def 0) which lasts for Int*Mag minutes.
Range - Self
Enchantment -
Weapon, + 3 Atk
Armor, Immolation, anyone adjacent to the caster takes d4 red magic damage every round.
Accessory, Casts flamethrower twice a day.
Cost - 15 MP

Firewall
Description - A wall of flames is good for both blocking tunnels to aid in retreat and encouraging enemies to take the other way on an open field
Effect - Creates a barrier of fire across Mag squares that inflics d10 + level damage to whoever crosses it.
Range - INT
Enchantment -
Weapon, + 3 Con
Armor, Fire Shield, deals d8 damage to whoever attacks the caster.
Accessory, Casts firewall once per day.
Magic Power - 16
Cost - 10 MP

Summon Fire Elemental
Description - Arguably the oldest spell ever created that's still used to date is the Nai'ithar-origin one of creating a gate to an elemental plane and allowing travel between the two planes. These days the gate is mostly one-way, as few would want to see the definitive flames of existence up close or end up encased in dust and rock. The denizens of these elemental planes come as bid, however, and are used for all manner of tasks.
Effect - Summons a being of pure fire that lasts CHA turns.
Range - MAG
Enchantment -
Weapon, Summons up to 10 Fire Figments a day.
Armor, Halved red element damage.
Accessory, Casts summon elemental twice a day
Cost - 15 MP

Melt Iron
Description - Though Melt Iron has great peace-time utility, and may well have originated as a spell for the smithies, it's also superb for turning the advantage of the heavily armored into an advantage for the proficient caster.
Effect - Heats Iron to the point it melts, when used on weapons, the wielder takes d6+level damage, when used in armor, the wearer takes d8+`level damage and becomes paralyzed.
Resist - MAG, CON
Range - INT x 2
Enchantment -
Weapon, Incandescence, + d4 red magic damage, when clashing against another weapon or armor, 15% chance of burning or melting it.
Armor, + 3 CON
Accessory, Casts Melt Iron once per day
Magic Power - 10
Cost - 15 MP

Volcano
Description - The thickest of heads will realize the dangers of lava when encountering it, if not sooner; the heat is felt from quite a way away. By calling forth the ever-present masses of magma from the depths of the earth, a red mage can create the perfect target "ground" for other spells such as Explosion.
Effect - Magma emerges from the soil and fills d8 + level squares in the battlefield. The Magma lasts for CHA turns. Anyone who touches it takes d100 damage.
Range - MAX
Enchantment -
Weapon, Incandescence, + d4 red magic damage, when clashing against another weapon or armor, 15% chance of burning or melting it.
Armor, Fire Shield, anyone melee attacking the wearer takes d8 red magic damage.
Accessory, Casts Melt Iron once per day
Cost - 13 MP




Level 4 Red Magic




Combustion
Description - The people of the Lynx Warlock Majharu's home town showered him with weird stares when he returned to town after an 8 year absence. Then they laughed at him when he announced he had come back from his 8 year training specializing on the use of the Ignite spell. Later that day they all burned to death.
Effect - Sets an enemy on fire, causing it to take d10 damage for d4/level turns.
Resist - MAG, CON halves damage.
Range - INT
Enchantment -
Weapon, Incandescence, + d6 red magic damage, when clashing against another weapon or armor, 10% chance of burning or melting it.
Armor, Immolation, anyone adjacent to the wearer takes d6 red magic damage every round.
Accessory, Casts Combustion once a day.
Magic Power - 16
Cost - 20 MP

Sun Beam
Description - It is arguable whether this spell actually brings the sun closer to the target by a very brief and controlled gating effect, or if it just uses the red mage's raw power to do what it does. In either case, little more than cinders can be seen where the spell was aimed for a while.
Effect - A beam of searing light from the sky that inflics 3d10 + level damage on an enemy.
Resist - DEX, CON halves damage.
Range - MAG x 3 Squares
Enchantment -
Weapon, Searing, when hit by this weapon, there is a 25% chance the target will receive heavy burns, which deal d4 damage every turn.
Armor, User takes 50% damage from Sun Magic.
Accessory, permanently enchanted with Light and Warmth spells, casts Flash and Heat beam 5 times a day.
Magic Power - 20
Cost - 16 MP

Rain of Fire
Description - With Rain of Fire the caster actually calls chunks of rock from the sky. Some claim this apparent unnatural mix of yellow and green magic is what makes the spell so devastating. Who knows? No one caught inside the area of effect for more than a few seconds, to be sure
Effect - A rain of searing pellets falls from the sky all throughout the battlefield, causing 4d4 damage to everyone in the area. The rain of fire remains for d6/level turns.
Resist - CON, DEX halves damage.
Range - MAX
Enchantment -
Weapon, Searing Pellet, weapon can fire a searing pellet which deals (WeaponAtk)+d4 damage 3 times a day.
Armor, deflection, wearer immune to the Rain of Fire
Accessory, Casts Rain of Fire once a day or Fireball twice a day.
Cost - 15 MP




The Realms of Lemire
Lemirian Magic

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2005-04-26 [Kim_Lundin]: Just a small pointer, an implosion is the opposite of an explosion, so the Implosion spell should suck creatures and items to the point it is cast at. Other than that everything looks great ^^

2005-06-16 [Jay Ladlehaus]: This link so speaks to this page: http://conansummons.ytmnd.com/

2005-07-08 [Lepellier]: wow, water resistance protects from song magic?

2005-11-14 [Blood Raven]: what kind of damage does flame do? 1d4+level or 1d4/level?

2005-11-14 [Duredhel]: 1d4 + level

2006-03-03 [Lepellier]: Water Resistance - Effect - Provides an extra 50% red magic against blue magic magic for d4 + intelligence turns.

2006-05-18 [Blood Raven]: Range - 9 Squares around the caster. Is this range the 8 squares adjecent to the caster, or an area with a 9 squares radius around the caster?

2006-05-18 [Veltzeh]: I'd say the latter one...

2006-05-18 [Blood Raven]: yeah, but I want to be sure :) It'd matter alot when I'm choosing my spells

2006-06-21 [Blood Raven]: yay! update! ^^

2006-06-26 [Blood Raven]: you may want to change the enchantment stuff for magic circle against water. it says black and white magic now

2006-06-26 [Grengo]: I hope the enchantments get a little bit more creative for the higher level stuff <.<

2006-06-26 [Blood Raven]: :P I think they will

2006-08-01 [Duredhel]: Figured I'd finish all the rules stuff and then take care of the descriptions

2008-02-03 [Veltzeh]: Hey, how do those area damages work anyway? Per creature? Per area? Per creature that was hit?

2008-02-03 [Grengo]: Looks to be a per area deal.

2008-02-03 [Veltzeh]: Hm. Actually that's ambiguous too.. Would the area then be divided among all squares? Then all area spells would deal around 0 damage...

2008-02-03 [Grengo]: I'd just imagine you'd roll that 1d4+level thing once, and if you get, say, a 15, the damage'll be 15 through out.

Or you can always ask Dur. *shrug*

2008-02-03 [Adaman]: Well, if you consider a Lv.1 character using a spell, with the possibility of rolling a 1 as lowest and 4 as highest, then the damage possibility becomes 2 to 5. If you were to divide that between 3 spaces, it would be annoying. So, what I suggest is that you just use the same damage type for all spaces in an area. However, ask Dur anyway, because he didn't let me use the area effect of a spell (Flame) to nuke a snake with x3 damage even though the snake occupied all areas the spell would effect.

2008-02-04 [Duredhel]: Area damage is per creature. You roll the area damage and then apply that damage to every creature in said area.

2008-02-04 [Adaman]: You have to admit though, Haagin would have cooked that snake in different game rules.

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